Science

Science Skills

In the Palladium World, the majority of people can not read or write.

Most of the science skills require literacy as a prerequisite skill. Consequently, most science (and many technical) skills are limited to scholars, nobility, priests, and men of magic. Anthropology (everything can be committed to memory) and mathematics are the only exceptions.

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Anthropology

This is the behavioral study of man and other intelligent life forms and their environments. Studies include societies, customs and beliefs, religions, political structures, as well as rudimentary history and archaeological backgrounds.

It is important to note that anthropology is more concerned with the study of modern races and societies than it is with ancient ones. This knowledge is especially important when dealing with other races and cultures in the present time, so as to avoid accidentally breaking taboos or codes of behavior.

It will also tell the anthropologist whether he may be dealing with a dangerous people (hate humans, fear technology or magic, are cannibals, worship demons, etc).

Areas of anthropological study are divided into six categories. Each category of study requires one skill selection.

  1. Humans (all),
  2. Ancients (includes elves, dwarves, titans, kobolds, and changelings
  3. Wolfen (includes coyles, kankoran, and bear men Giants (all true giants and trolls
  4. Subterranean (includes dwarves, kobolds, goblins and troglodytes
  5. Monster Races (intelligent monsters like ogres, orcs, sphinx, minotaur, etc.
  6. Jungle People (all known races of the Yin-Sloth Jungles).

Base Skill: 20%+5% per level of experience.

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Archaeology

This is the scientific study of relics of ancient civilizations (including elves, dwarves, kobolds, titans, changelings, and the Old Ones) by excavation and analysis of artifacts.

Studies include proper excavation (digs) techniques, preservation, restoration, and dating methods, as well as rudimentary history. The character can also ascertain whether the item is an ancient artifact or a recent copy, and therefore authentic or a forgery. This also means he can estimate its value and in which kingdoms it might get the best price.

Base Skill: 20%+5% per level of experience.

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Astrology

Reading the stars to calculate the tim- ing of certain astrological events such as an eclipse or planetary alignment, Summer and Winter Solstice, the phases of the moons, the appearance of various planets in the night sky, and similar, as well as the ebb and flow of the tide, ley lines, and precisely when a ley line will be at maximum energy.

It can easily require a day to compute the precise time and location for important surges in the mystical energy of the world.

On a more metaphysical level, Astrology can be used to calculate how the stars and planets might influence people and provide omens and portents about a character’s future. G.M.s should have fun with this, but do not reveal too much, and the prediction does not have to be 100% accurate or even come to pass – the future is ever changing and the character’s choices and outside events will have an effect on it.

Predictions should be vague (like a Magic Eight Ball or Chinese fortune cookies), with determinations like the following (which can be used as a random table or pick one).

01-05% You will soon be faced with an important decision.

06-10% Be attentive to details, they are important this next week (or two).

11-15% Don’t get caught up in the excitement. Don’t follow the crowd. Keep a cool head, be smart and be true to yourself.

16-20% Trust your instincts, they will serve you well.

21-25% You may experience health issues this week.

26-30% The fates smile on you for the next two weeks. This is time for a grand adventure or to explore new opportunities.

31-35% The specter of death casts its shadow over you for the next week (or two). Be cautious and careful. Don’t take any risks and avoid big decisions or changes until the specter has passed.

36-40% The stars warn of a changing of the fates. Proceed with caution.

41-45% This star alignment suggests your past will visit you in an unexpected way. Or something from your past will cause you trouble or haunt you in the near future.

46-50% The stars warn of uncertainty and trouble or danger.

51-55% Something you do not expect is going to happen. Be careful as it might change your life, and not for the better.

56-60% Magic (or a friend, or someone, or your senses, or whatever) will fail you this week. Be ready with an alternative plan or think fast on your feet.

61-65% The stars speak of duplicity. What stands before you may not be what it seems. Be careful in your choices and be wary of new opportunities, partners or associates.

66-70% The fates are not in your favor for the next two weeks, do not make any important decisions, stay at home.

71-75% Fate will carry you in an unexpected direction (or to a place you do not expect).

76-80% Good fortune is in the stars, if you recognize the op- portunity when it comes your way.

81-85% This star alignment suggests you are feeling bold and confident, but you may also be given to making rash decisions. Do not be overconfident or rash. Think twice before investing money.

86-90% The stars are right for you to open up to new ideas and taking risks. Go for it.

91-92% You will go on a journey soon. Or the next week or two is a good time to travel (or avoid travel).

93-94% Friends will come to you for advice, be aware of their needs and thoughtful in the words you offer them.

95-96% Beware of strangers, as trouble is looking for you.

97-98% Change is in the wind for you, but be careful to make the right decisions.

99-00% A clear, clairvoyant glimpse of the future, but just a glimpse, a snippet.

G.M. discretion. And so on. Trying to glean omens and hints of the future via the align-ment and positions of stars, planets, and other heavenly bodies is tricky and demanding, requiring 1D6 hours of work, and a detailed set of astronomical/astrological charts, in order to make even vague predictions.

Casual observation of the stars at night won’t grant the character much in the way of insight.

G.M. Note: Use this skill as a way to give the player or player group a “hint” about things to come and to create an air of suspense, fear, danger or opportunity.

Base Skill: 15% +3% per level of experience.

Requires: Basic Math (but has a -5% skill penalty) or Advanced Mathematics and Literacy.

Bonus: Successful use of this skill adds +3% to the success ratio of any magical or psionic divinations which allow one to see the future (such as the Oracle spell, Clairvoyance psychic power, or the Divination and Prophecy skills of Druids), +5% to Math (any), and +5% to Astronomy & Navigation skills.

Penalties & Bonuses Based on Available Data & Resources: If the character has absolutely no astronomical charts available, there is a -20% penalty to his skill roll (unless he possesses the psionic power of Total Recall, then no penalty applies).

Incomplete or poor quality charts imposes a -12% penalty. The most recent edition of the Almanac of Light and Dark is always considered to be the baseline for astronomical charts; for every 100 years the copy is out of date, assess a penalty of -3% (up to -12%; old charts are always better than no charts).

If the current charts available are produced by Kormath’s astrologers, they provide a +10% bonus, out of date Kormath charts have neither a bonus nor a penalty.

Those with the power of Total Recall are always considered to have available the best charts they’ve absorbed to date. If at- tempting to do a horoscope for a person, the precise date, time and place of birth (within about half an hour) are needed. Since 95% of people on Palladium don’t have this information to much more than a quarter of a day, much less half an hour, personal horoscopes are usually -10%. If they do have the info, +3% to the success and accuracy.

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Astronomy & Navigation

The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other (including the ebb and flow of mystic energy along ley lines).

Training includes reading maps and star charts, course computation, following landmarks, and the use of navigational equipment. Includes land, air, and water navigation, as well as piloting by the stars and instruments alone.

This ability is ideal for sailors and characters who can fly. A failed roll means the navigator is off course.

To determine how many miles/kilometers off course, roll . . .

2D6 miles when traveling o n foot.

1D6x 10 when travelling by horse/animal.

2D4x 10 when flying or using a boat.

Roll once for every hour that one travels in uncharted territory or seas.

Base Skill: 30%+5% per level of experience.

Requires: Basic mathematics and literacy to use instruments, read maps, and to chart a course by the stars.

Also see Land Navigation under the Wilderness Category.

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Biology

Basic understanding of anatomy, physiology, reproduction, animal behavior, how to identify and classify new organisms, and the location, identification and function of known internal organs in man and many humanoids, monsters and animals.

The character can also perform autopsies and remove and preserve specimens.

Base Skill: 30%+5% per level of experience.

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Botany

Plants, their identification, categories and functions, and growth are studied extensively. Characters will know how to farm, grow and cultivate plants, cross-fertilize and germinate plants, recognize plants and foods made out of them, make food out of plants, as well as growing experimental plants.

Plus identify plants that are edible, poisonous or which are known to have herbal qualities.

Base Skill: 25%+5% per level of experience.

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Identify Sea Life

Characters with this skill can identify all different kinds of fish, squid, octopus, shellfish, turtles, sea mammals (whales, dolphins, seals), and sea monsters, as well as seaweed, sponges and even swarms of tiny life forms (such as krill, the food source for many whales, and the different one-celled organisms that give off a visible glow at night).

Even more importantly, the character can recognize habitats, or water and weather conditions, that signal the presence of certain kinds of sea life. For example, the character can attempt to determine what kind of fish are feeding below the ship, or what giant schools are travelling nearby, based on the appearance of certain predators such as knowing where to find tuna when certain dolphins are sighted. Includes a knowledge of which sea life is edible, useful as healing herbs, or poisonous.

Another important bit of knowledge is being able to identify which barnacles, shipworms and mollusks (which live on the hull, under the waterline) are harmless, and which are immediately threatening.

Base Skill: 27% +4% per level of experience.

Mathematics - Basic

Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions.

Base Skill: 45%+5% per level of experience.

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Mathematics - Advanced

Knowledge of all basic and advanced mathematics, including algebra, geometry, trigonometry, calculus, and techniques for advanced mathematical formulae.

Base Skill: 45%+5% per level of experience.

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Note: Literacy, language and writing are found under Scholar, Nobel & Technical skills. Healing skills are found under Medical skills.

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